A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.
Deformable Bodies
A deformable bodies simulator based on a standard non-linear strain finite element simulation as in O’Brien et al. [1999]. This approach required incredibly small time steps.
The terrain was created using the same method as the “Procedurally Generated Terrain” project. The procedural texture is based on a noise algorithm. The trees are a texture-mapped image of a tree onto a rectangle. The alpha channels of the tree are transparent. The trees have billboarding apply so that the tree rectangles turn to […]
The scene contains a bump-mapped floor and a bump-mapped swimming fish. The fish is a cylinder which has been warped using a vertex program. The “wriggles” of the fish body are simulated using a sin wave which starts from the fish midline towards the tail. This animation is controlled using an interface which allows the […]
Ray tracer scene containing a sphere and a triangle. Implemented simple phong lighting (ambient, diffuse, specular model) and also casts shadows.